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Paradox-01 (talk | contribs) mNo edit summary |
Paradox-01 (talk | contribs) m (made dds image in gimp, import failed) |
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* ''level_environment''.dae | * ''level_environment''.dae | ||
* ''level_bnv''.dae | * ''level_bnv''.dae | ||
* ''level_textures.tga/jpg | * ''level_textures.tga/jpg | ||
* Character.xml or AISA with player | * Character.xml or AISA with player | ||
* ONSK name in <Sky> (can be fake name) | * ONSK name in <Sky> (can be fake name) | ||
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| <Image> | | <Image> | ||
| link | | link | ||
| File path to *.tga/jpg | | File path to *.tga/jpg file. | ||
|- | |- | ||
|valign="top"| <Sky> | |valign="top"| <Sky> | ||
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* Actually, those horizontal and vertical planes can have any name and don't need any texture. | * Actually, those horizontal and vertical planes can have any name and don't need any texture. | ||
* During pathfinding calculation OniSplit creates a new folder called "temp" and a subfolder "grids". There again is a file "''levelname''_grids.dae". That file contains ''rooms'' with textures "bnv_grid_''N''.tga" marking obstacles in the pathfinding. ''Ghosts'' will have a transparent texture "_marker_ghost.tga". You get those things also when you export a level. Transparent ''ghosts'' make it easier to see the rest of your level if you have many of those planes. | * During pathfinding calculation OniSplit creates a new folder called "temp" and a subfolder "grids". There again is a file "''levelname''_grids.dae". That file contains ''rooms'' with textures "bnv_grid_''N''.tga" marking obstacles in the pathfinding. ''Ghosts'' will have a transparent texture "_marker_ghost.tga". You get those things also when you export a level. Transparent ''ghosts'' make it easier to see the rest of your level if you have many of those planes. | ||
* In Mod Tool ''ghosts'' and ''rooms'' can be grouped under a null object. Right-click the null object to select all its children, then use "Selection Only [x]" as saving option. That way all the planes can be quickly saved to a *.dae file. | |||
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